I’ve tried to intergrate LipsyncPro with Slate but weights set inside Lipsync files do not seem to work when the clip is played. Is there something I have to do to make it work properly? (besides importing lispync pro extension of course :p) I am trying to set weight at 10% but they are still played on 100%. At this moment we are working on bones blend system. I’ll appreciate every help I can get 🙏
Hm. I have tried the extension with both example “characters” included in Lipsync package (both blend and bones) and they do seem to work fine. Is that it doesn’t work at all, or only that the weights is always applied 100%?
Are you using virtual actors by any chance (Actor Group -> “Use Instance Hide Original” option) ?
Weights are always applied at 100%. When I try to change reference mode to “Use Instance Hide Original” it doesn’t respect meshes that I “stitch” to the main rig. Since head is one of those stitched meshes I don’t even know if this option changes anything regarding lipsync. How extacly does this option work? Btw which version of LipSync and Slate do you use for tests?
I am using the latest LipSync version and Slate v1.98. The option “Use Instance Hide Original” basically does exactly what it says :). The original gameobject (the whole actor gameobject) is hidden, and an instance of it is created for the duration of the cutscene which instance now becomes the actor. All clips within that Actor Group should now reference the new instantiated actor gameobject and act upon it. Do you by any chance have a separate Actor Group with this option enabled, where each actor group is referencing a different mesh from within the character?
I have just also tried with the option “Use Instance Hide Original” (with the example character LipSync comes with) and everything still works fine. What do you mean by “stiched” meshes however? Please note that all action clips that act upon a component (like in this case LipSync component), do so on the first component of the required type found either in the root gameobject or any children gameobjects of the Actor.
Can you please share a bit more information of your cutscene and your setup?
Thank you in advance.
I am also using Slate 1.98 and LipSync version. By “stiching” I mean animating only one rig, but attaching other meshes to it by rewriting mesh renderer bone references. Basically they work like there were part of the same model from the begining. Can you send me your sample project? I’d like to look at your setup to find out what am I doing wrong. Also unity new package – runtime rigging – does not seem to work. Was it compatible before? I wanted to use it to handle custom IKs.
Diving deeper into my research it seems like it “works” somehow, because it indeed uses weight from LipsyncData, but because of other settings and blending with REST phoneme it looks terrible when there are more than 4 phonemes in 0.1 audio fragment. I’ve tried tweaking many values in Lipsync Component as well, but I really couldn’t achieve pleasant results. In my opinion everything works fine on your end and this is an issue that I should report to Rogo Digital.
By the way – do you have any update on Runtime Rigging? Can it be integrated? For now Slate overrides it and I am looking to tweak some animations with IK. I’ve noticed that Slate can be integrated with Final IK, but I’d like to cut expenses if that is possible.
Thanks for the update. The samples I am using are just the one found in the default LipSync package (Lincoln for example) by the way.
Regarding runtime rigging, I haven’t really take a look at that yet. It looks quite interesting and I will however as to see how Slate could be integrated with that.
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